Hidden 8 yrs ago 8 yrs ago Post by Theodorable
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Theodorable NRP Entrepreneur

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EXAMPLE LEDGER

Take the following, fill it out, PM it to me. Get IC. Have fun.

ACTIONS

If you are building, use this format

[[b]BUILD [UNIT HERE][/b]] - [UNIT/PER SEASON] x [FACTORIES USED] = [TOTAL SEASONAL PRODUCTION] + [CURRENT OPTIMIZATION/MAX OPTIMIZATION] = THIS TURN'S PRODUCTION.

* The First time you begin building something, it starts at 0% Optimization and increases 5% every Season.
* If at ANY time the amount of factories RISES or DROPS, the Optimization drops 5% for every 1 Factory that was added/dropped that Season.
* VERY IMPORTANT: Consumer Goods: 3,000,000/Season. (-1 Unity for every 1,000,000 Population without Consumer Goods)

EXAMPLE:

[Build Rifle I: - [2,000/Season] x [6 Factories] = 12,000/Season + 5%/45% Factory Optimization = 12,600* This Season. (if Simplicity is 1, for example: add 10% = 13,860.)

* This would be the second month of production. First month would have 0% Optimization.
* SIMPLICITY stats add bonus production. They add +10% AFTER optimization. So if any UNIT you produce has 1 Simplicity, it adds 10%, 2 Simplicity adds +20%.
* VERY IMPORTANT: You cannot PRODUCE any NEW UNIT until after you have RESEARCHED IT (This doesn't count already existing units, planes, ships) (Begin production Turn after) and have a DESIGN COMPANY to produce it.
* VERY VERY IMPORTANT: You cannot build any unit until you have a Design Company to go with it. Even Naval and Air units.

--------------------

If you're building a ship, use this

[[b]BUILD [UNIT HERE]][/b]] - [DESIGN COMPANY USED] - [UNIT/PER YEAR or SEASON] x [DOCKYARDS USED] = [TOTAL SEASONAL/YEARLY PRODUCTION]

EXAMPLE:

[BUILD LIGHT CRUISER I] - [S&W Shipbuilding] - [0.33/PER YEAR] x [3 USED] = [0.99 PRODUCTION] = 1 Light Cruiser/Year (Finishes 1st of next Year).

--------------------

If you're using Influence, just show the FULL ability and the math:

Armor Design Company (8 Influence): This will allow you to appoint a new design company for your Army. These companies provide bonuses to the armor you build. Armor Design Companies are required to unlock Armor Technology. (Max 3)

10 Influence - 8 = Remaining 2 Influence.

--------------------

If you're Researching, be thorough with the full research, POST THE ENTIRE DEFINITION/EFFECTS:
-- Centran/Tervasan Nations can Research 3
-- Faresian Nations can Research 2.

EXAMPLE:
Nationalize Shipbuilders: By nationalizing a company to suit our needs, we can begin gearing up for shipbuilding.
-- [Receive 1 Naval Design Company. Requires Two Research.] (ADD COMPANY NAME HERE)

Research:
-- Destroyer I: (This is a unit so it's 2 Research) (2)
-- Air Superiority: (Definition added here) (1)

--------------------

If you're Training, show full Province count:

[b]TRAIN[/b]
[u]NATION NAME[/u] (X Provinces)
-- [b]Province 1[/b]: Train _________
-- [b]Province 2[/b]: Train _________


Example:

Train
HONNERIA (2 Provinces)
-- Madrik: Train 10,000 Men
-- Harik: Train 100 Pilots

------------------

Reserves/Calling Up:

If you want to move men to reserve, just state it as an action:
-- "Move 15,000 men to Reservists"
Hidden 8 yrs ago 8 yrs ago Post by Theodorable
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Theodorable NRP Entrepreneur

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[RESEARCH01] Research

At the beginning of a turn you have two options:
-- Research: You may research three different technologies, (two if you're Faresian). Cannot be the same research trees.
-- Military Theory: You may sacrifice one of your research technologies for +5 Army, Navy or Air Force Experience.
-- Double: All UNITS (Rifle, Artillery, Ships, Armor, Aircraft with a Roman Numeral require 2 Research to research.

RESEARCH CATEGORIES
-- Where you see a Unit followed by a I, it means it is the first possible. If you research that unit type again, you will unlock a more advanced version II. Once you unlock a I, you cannot research the next for 4 Turns.
-- Once you unlock a Tech it cannot be researched again.




ADMINISTRATION
  • Overseas Territory (Requires at least 1 Colony)
    • Colonial Administration (I): By sending out updated legislatures in the wake of the Terrible War, we can better squeeze more resources from our colonies.
      -- [+20% Agriculture, 20% Industry, -1 Loyalty for [Select Colony].
    • Military Governors: By implementing military governors, we can increase the amount of colonial recruiting power we have.
      -- [Decreases Peacetime Army Modifier by 10 for every Populated Colony]


  • Research & Development
    • Research Bureau: A national research bureau in the wake of the Terrible War is absolutely necessary for the betterment of our forces.
      [Requires Two Research]
    • Design Expansion: Increasing the limits of our design team will lead to more fruitful research expansion.
      [Requires Two Research and Research Bureau]
    • Revolutionary Thinker: Without his ideas, we would have fallen behind. Luckily, he appeared when he did.
      [Requires Two Research and Design Expansion]
    • Department of Research & Development: A new bureau designed with utilization the newest technologies available.
      [Requires Two Research and Revolutionary Thinker]
    • Major Breakthrough: Right on the brink, and it appeared to us, just like that!
      [Requires Two Research and Department of Research & Development. Allows a nation to research +1 Research per turn.]


ECONOMICS
  • National Debt I: Though it pains us to do it, we must create a national debt in order for our nation to grow
    [May go up to 10,000,000 Consumer Goods in debt at 20% interest.]
    [Every level of this tech increases the debt ceiling by 10,000,000 Consumer Goods.]
    [If Interest is not paid off within 3 Years the nation goes Bankrupt.]




AVIATION
  • Pilots
    • Flying Clubs: By making flying a more social construct, we will ensure that there are more pilots available to enter into our flying academies.
      -- [When you use Train Pilots, it creates 110 Pilots.]
    • Aviation Academy: A state run program to run future pilots is never a bad thing.
      -- [When you use Train Pilots, it creates 120 Pilots.]
    • National Aviation Industry: By sponsoring a pioneering aviation company, we set ourselves on a course for success.
      -- [Receive 1 Aviation Design Company. Requires Two Research.]





NAVAL
  • Shipbuilding
    • Nationalize Shipbuilders: By nationalizing a company to suit our needs, we can begin gearing up for shipbuilding.
      -- [Receive 1 Naval Design Company. Requires Two Research.]
    • Drydocks: Drydocks are protected from bombing and will allow us to build in peace.
      -- [May build Drydocks. They are Dockyards but less vulnerable to bombing. They run at 0.05/Year]


  • Screening Vessels
    • Minelayer I: A vessel smaller than a destroyer, it is used to mine coastal areas and protect shipping convoys.
      -- (Requires Naval Design Company. Requires Two Research)
      -- (1 Minelayer can lay 25 Mines/Season)
    • Submarine I: Submersible weapons of war that are excellent at attacking enemy shipping.
      -- (Requires Naval Design Company. Requires Two Research)
    • Destroyer I: A light screening vessel that is equipped with power anti-submarine weapons.
      -- (Requires Naval Design Company. Requires Two Research)
    • Light Cruiser I: A powerful and well armed cruiser that can rove convoy lanes and protect international shipping.
      -- (Requires Naval Design Company. Requires Two Research)
    • Heavy Cruiser I: A much heavier and well armed cruiser.
      -- (Requires Naval Design Company, Two Research and Light Cruiser I)


  • Capital Ships
    • Dreadnought I: The premier type of naval ship. The dreadnought's design had two revolutionary features: an "all-big-gun" armament scheme, with more heavy-calibre guns than previous ships, and steam turbine propulsion.
      -- (Requires Naval Design Company. Requires Two Research)
    • Battlecruiser I: A battlecruiser, was a large capital ship built in the first half of the 20th century. They were similar in size and cost to a battleship, and typically carried the same kind of heavy guns, but generally carried less armour and were faster.
      -- (Requires Naval Design Company. Requires Two Research and Heavy Cruiser I)
    • Battleship I: A battleship is a large armored warship with a main battery consisting of heavy caliber guns.
      -- (Requires Naval Design Company. Requires Two Research and Dreadnought I)
    • Super Battleship I: The heaviest type of battleship.
      -- (Requires Naval Design Company. Requires Two Research and Battleship II)
    • Carrier I: An aircraft carrier is a warship that serves as a seagoing airbase, equipped with a full-length flight deck and facilities for carrying, arming, deploying, and recovering aircraft.
      -- (Requires Naval Design Company. Requires Two Research and Naval Aviation Theory)
    • Escort Carrier I: A smaller carrier. They were typically half the length and a third the displacement of larger fleet carriers. While they were slower, carried fewer planes and were less well armed and armored, escort carriers were cheaper and could be built quickly, which was their principal advantage.
      -- (Requires Naval Design Company. Requires Two Research and Carrier II)


Enhancements
-- Enhancements are technologies, that when researched, become attached to a particular ship class. This means they can be researched multiple times across ship classes.

  • SUBMARINES
    • Improved Torpedo I: An improved ship to ship torpedo will increase the lethality of our submarines.
    • Improved Engine: While forever slow, a stronger engine will allow our submarines to escape danger quicker.
    • Modernization: By refitting and modernizing our ships, we increase their ability to serve in the fleet. [Requires Two Research. +1 Experience Point may be used on Ship Class. Ship Class must be 5 Years Old.]


  • DESTROYERS
    • Fire Control System I: An updated fire control system will allow our FCS team to put out dangers much faster on board.
    • Portable Torpedo Tubes: By placing torpedo tubes onto our destroyers, we give them the opportunity to take on much heavier opponents.
    • Additional Naval Gun: An additional naval gun will make our destroyers much more capable in ship to ship conflicts.
    • Optics: Higher quality optics will allow our ships to see the enemy before they see us.
    • Anti-Air Battery: Increasing the defensive capabilities our or aircraft carriers is a necessity.
    • Modernization: By refitting and modernizing our ships, we increase their ability to serve in the fleet. [Requires Two Research. +1 Experience Point may be used on Ship Class. Ship Class must be 5 Years Old.]


  • LIGHT CRUISERS
    • Fire Control System I: An updated fire control system will allow our FCS team to put out dangers much faster on board.
    • Optics: Higher quality optics will allow our ships to see the enemy before they see us.
    • Portable Torpedo Tubes: By placing torpedo tubes onto our destroyers, we give them the opportunity to take on much heavier opponents.
    • Seaplane Scout: The inclusion of a catapult and a single seaplane scout will increase the ability of this ship to spot other warships.
    • Anti-Air Battery: Increasing the defensive capabilities our or aircraft carriers is a necessity.
    • Modernization: By refitting and modernizing our ships, we increase their ability to serve in the fleet. [Requires Two Research. +1 Experience Point may be used on Ship Class. Ship Class must be 5 Years Old.]


  • HEAVY CRUISERS/BATTLECRUISERS
    • Fire Control System I: An updated fire control system will allow our FCS team to put out dangers much faster on board.
    • Seaplane Scout: The inclusion of a catapult and a single seaplane scout will increase the ability of this ship to spot other warships.
    • Thickened Belt Armor: Extra armor along the belt line will increase the protection of our heavy cruisers at the expense of speed.
    • Main Battery Upgrade: By adding larger guns, we increase the penetrating power of our main cannons.
    • Optics: Higher quality optics will allow our ships to see the enemy before they see us.
    • Anti-Air Battery: Increasing the defensive capabilities our or aircraft carriers is a necessity.
    • Modernization: By refitting and modernizing our ships, we increase their ability to serve in the fleet. [Requires Two Research. +1 Experience Point may be used on Ship Class. Ship Class must be 5 Years Old.]


  • DREADNOUGHTS
    • Fire Control System I: An updated fire control system will allow our FCS team to put out dangers much faster on board.
    • Triple Gun Mount: By adding a third gun into one of the mounts, we can significantly increase the firepower of our battleship at the expense of speed.
    • Armament Refit: By adding larger guns, we increase the penetrating power of our main cannons.
    • Optics: Higher quality optics will allow our ships to see the enemy before they see us.
    • Thickened Belt Armor: Extra armor along the belt line will increase the protection of our heavy cruisers at the expense of speed.
    • Anti-Air Battery: Increasing the defensive capabilities our or aircraft carriers is a necessity.
    • Modernization: By refitting and modernizing our ships, we increase their ability to serve in the fleet. [Requires Two Research. +1 Experience Point may be used on Ship Class.][


  • CARRIERS
    • Fire Control System I: An updated fire control system will allow our FCS team to put out dangers much faster on board.
    • Optics: Higher quality optics will allow our ships to see the enemy before they see us
    • Anti-Air Battery: Increasing the defensive capabilities our or aircraft carriers is a necessity.
    • Modernization: By refitting and modernizing our ships, we increase their ability to serve in the fleet. [Requires Two Research. +1 Experience Point may be used on Ship Class.][






  • Industry
    • National Industry (I): We must endorse the growth of our automotive industry if we are to head into the future.
      -- [Receive 1 Armor Design Company. Requires Two Research.]
    • Assembly Line(II): Utilizing new technology we can convert our factories to build weapons of war much quicker.
      -- [Truck I, Halftrack I, Tankette I, Light Tank I, Medium Tank I Starts at +10%/Optimization]
    • Mass Production (III): By retooling our factories, we can pump out even larger amounts of weapons of war than previously.
      -- [When 50% or more of your factories produce one Unit, the Maximum Optimization is increased by 20%].
    • Truck I: (Requires Armor Design Company): Unarmored but capable of moving up to twelve men at a time up to 30 kilometers an hour or moving armaments to the front.
      -- [Requires Two Research.]
    • Halftrack I: (Requires Armor Design Company & Truck V): Slightly armored and a true all terrain vehicle, these are capable of traversing any terrain.
      -- [Requires Two Research.]
    • Modernization I: By modernizing our factories, we can increase our product efficiency, but must retool much of our industry to do so.
      -- [+5 Unity. Requires Two Research. Cannot use 50% of Factories the turn this tech is researched.]


  • Structural Engineering
    • Reinforced Bunkers (I): New concrete and defensive works adds to the long term defensive abilities of our fortresses.
      -- [Land Forts have improved firepower]
    • Coastal Battery(I): Designing new and improved coastal batteries will help keep our shores safe. [Coastal Forts have improved firepower]
    • Anti-Aircraft Battery (I): We must be able to protect ourselves, even from the ground! [Allows the building of Anti-Aircraft Batteries.]


  • Agriculture
    • Farming Mechanization: By implementing modern tools, we can increase our yearly harvests. [+5% Agriculture]
    • Agricultural Development: The development of our farmland is necessary to promote growth in the country. [Requires Farming Mechanization. +5% Agriculture]


  • Rearmament
    • Recruitment Centers: We must begin filling the army once again. By utilizing propaganda and building these recruitment centers, we can recruit from all corners of the nation. [Peacetime Army Modifier drops to 320]
    • Basic Conscription Law: By passing this legislation, we can require the enlistment of any men between the ages of 18 and 35.
      -- [Peacetime Army Modifier drops to 275, -5 Unity, Max 50 Unity. Requires Recruitment Centers]
    • One Year Draft: By instituting a draft, the amount of men we can recruit a much larger army than previously.
      -- [Peacetime Army Modifier drops to 230, -5 Unity, Max 40 Unity. Requires Basic Conscription]
    • Conscription by Service: If required, we may enlist any man between the age of 17 to 40 into the army.
      -- [Peacetime Army Modifier drops to 200, -5 Unity, Max 30 Unity. Requires One Year Draft.]
    • All Adults Serve: We must recruit all worthy adults into the army.
      [Peacetime Army Modifier drops to 150, -10 Unity, Max 20 Unity. Requires Conscription by Service.]
    • Scrape the Barrel: If he can hold a rifle, he'll be put on the frontline. [Peacetime Army Modifier drops to 100]
    [-10 Unity, Max 10 Unity]






  • Soldiering
    • Rifle II: A more modern rifle will allow our soldier to hold the edge up on the enemy.
      -- [Requires Two Research]
    • Equipment II: Better equipment such as mortars, machine guns and medical equipment will increase the overall effectiveness of the average soldier.
      -- [Requires Two Research]
    • Artillery I: A standardized barrel, a greater velocity and a higher caliber will make our artillery that much more effective.
      -- [Requires Armor Design Company and Two Research]
    • Anti-Tank Gun I: Destroying the enemy's tanks is this unit's top priority. They are easily concealed and movable by infantry.
      -- [Requires Armor Design Company, Interwar Tank and Two Research]


  • Special Forces
    • Marines I: Charged with assaulting enemy coastal positions, these expertly trained soldiers require twice as long to train.
      -- (Requires Equipment III)
      -- (Allows Training to Train 5,000 Marines)
    • Paratroopers I: Experimental troops designed to jump out of planes to assault enemy positions from the air.
      -- (Requires Equipment III)
      -- (Allows Training to Train 5,000 Paratroopers)
    • Mountaineers I: Soldiers who are trained to fight in the harsh mountain climates.
      -- (Requires Equipment II)
      -- (Allows Training to Train 5,000 Mountaineers)


  • Military Command
    • Localized Garrisons: With garrisons placed in strategically important areas, we will ensure we increase our armies ability to respond to threats. [Army Mobilization Time decreases by 8 Days.]






  • Armor
    • Interwar Tank (Requires Armor Design Company and Armored Car II): A powerful armored vehicle on treads with machine guns or main gun used to exploit armor breakthroughs.
    • Armored Car I: (Requires Armor Design Company): An armored car is a powerful addition to infantry attacks, offering great reconnaissance and maneuverability.
    • Tankette I: (Requires Armor Design Company and Interwar Tank): Modestly armed, but easy to produce, tankettes weigh in between 2 and 6 tons.
    • Light Tank I: (Requires Armor Design Company and Tankette II): Used for fast flanking attacks and infantry support, light tanks have great maneuverability.
    • Medium Tank I: (Requires Armor Design Company and Light Tank II): Well armed and armored, these tanks are the meat and potatoes of any armored force.
    • Heavy Tank I: (Requires Armor Design Company and Medium Tank II): These are breakthrough tanks designed to carry a punch.


  • Armor Variants (When Researched, select an existing Tank that your nation possesses to create the variant).
    • Tank Destroyer I: By creating a variant of one of our existing designs by upgunning it with a frontal, non traversing turret, we make a formidable tank destroyer.
      -- (Requires Armor Design Company, Anti-Tank Gun II and Medium Tank I):
    • Self-Propelled Gun: By adding a large cannon, we can incorporate our armored assault into our infantry support weapons.
      -- (Requires Armor Design Company, Artillery II and Medium Tank I):
    • Self-Propelled Anti-Air I: By installing a fast firing and mobile turret capable of felling aircraft, we create a powerful SPAA unit.
      -- -- (Requires Armor Design Company, Anti-Aircraft Batteries and Medium Tank I)


  • Army Doctrines
    • Officer Academy I: Establishing a reputable academy for new age military officers will put us on the cutting edge of the wars ahead. [Generals recruited start at Skill I. Requires Two Research.]
    • Military High Command: A competent military command is necessary for cohesion of military force. [Grants bonus to Communications in combat]
    • Grand Battlefront I: The Terrible War taught us a great many things, one of which is the use of the grand battlefront [+10 Infantry Assault] [Requires Two Research]
    • Concentration of Force I: [Requires Grand Battlefront I] By pressing forward at one flank, we can force the issue and perhaps breakthrough. [+5 Artillery Assault]
    • Defensive Works I: [Requires Grand Battlefront I] Defense wins, so says the Terrible War. By working with our engineers, we can increase our defensive fortifications to withstand any enemy assault. [+5 Infantry Defense]
    • Spearhead Doctrine I: By focusing in on a single axis of attack, we may utilize our forces to overrun the enemy and breakthrough.
      -- [+5 Armor Assault, Requires Grant Battlefront III]
    • Combined Arms: Utilizing armor, infantry and air assault forces, we can smash through our enemy with combined arms!
      -- [+5 Armor Assault, +5 Infantry Assault, +5 Close Air Support Assault, Requires Spearhead Doctrine II]


  • Air Force Doctrines
    • Naval Aviation Theory: The idea that our navy can be aided by aviation is a new idea, and one not to be taken lightly. [Requires Two Research]
    • Air Superiority I: Our fighters will need complete air superiority and these training techniques will aid in fighter interception techniques [Fighters have +5 Interception]
    • Close Air Support I: The ability of our close air support fighters to attack enemy ground formations is enhanced by these training techniques. [CAS have +5 Assault]
    • Bomber Interception I: Interceptors are required to take down enemy bombers before they target our infrastructure. [Fighters have +5 Interception]
    • Bomber Command I: Bombers working in formations have a higher success rate. A centralized bomber command can support this. [Bombers have +5 Accuracy]


  • Navy Doctrines
    • Grand Battle Fleet: Allows for Fleet of up to 20 vessels.
    • Sea Lane Interdiction: Light Cruisers, Heavy Cruisers, Battlecruisers have +10% Efficiency
    • Convoy Raiding: Submarines have +15% Efficiency.
    • Undersea Positioning: The utilization of submarines for attacking shipping is normal, but attacking capital ships requires additional training. [Allows Submarines to target better Capital Ships.]


  • Domestic Issues
    • State Run Industry: By nationalizing several factories, we see job growth and increased factory optimization. [+3 Unity]
    • State Propaganda: A state run propaganda industry will turn public opinion in our favor. [+5 Unity. Requires State Run Industry.]


  • Espionage
    • Intelligence Agency: By establishing a credible intelligence gathering agency, we may begin to poke our nose where it doesn't belong. (May recruit Spies).
    • Secret Police: The establishment of a political bureau to police internal affairs is necessary to the betterment of the state. (Enemy Spies have -5% Success).
    • Double Agent: An agent who the enemy believes is working for them, is actually working for us. (Requires Intelligence Agency. Once a nation has sent 10 spies to you, you may send the equivalent of 5 spies in their nation.)
    • Encryption I: By creating an encrypting for our military, we can disguise our movements to the enemy.
    • Decryption I: By studying the enemies ciphers, we can break their code and learn their movements
    • Deceptive Operations: By creating a sub-unit of command that is full of false information, we can create a deceptive operation to fool the enemy. (Requires Intelligence Agency. May use Deceptive Operation tactic once in a war)


  • Light Air
    • Interwar Fighter (Requires Aviation Design Company): A single seater aircraft with synchronized gear and forward facing machine guns.
    • Light Trainer I (Requires Aviation Design Company): A double seater aircraft used to train novice pilots.
    • Fighter Plane I (Requires Aviation Design Company and Interwar Fighter): A fighter plane is capable of fighting enemy aircraft and shooting down enemy bombers.
    • Naval Fighter I (Requires Aviation Design Company, Naval Aviation Theory and Interwar Fighter)
    • Close Air Support I (Requires Aviation Design Company): A close air support plane is a small winged aircraft that can take out concentrations of enemies on the ground.
    • Torpedo Bomber I (Requires Aviation Design Company, Naval Aviation Theory and Interwar Fighter)


  • Heavy Air
    • Heavy Trainer I: A heavy trainer is used to train pilots as bomber pilots.
      -- (Requires Aviation Design Company)
    • Transport Plane I: A transport plane can carry paratroopers or supplies to the front.
      -- (Requires Aviation Design Company)
    • Strategic Bomber I (Requires Aviation Design Company): A strategic bomber is capable of attacking enemy fortifications and industry.
    • Tactical Bomber I (Requires Aviation Design Company): A tactical bomber is capable of attacking enemy positions.
    • Naval Bomber I (Requires Aviation Design Company): While torpedo bombers launch from carriers, the larger naval bomber launches from airfields on the show to attack enemy shipping.

Hidden 8 yrs ago 8 yrs ago Post by Theodorable
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Theodorable NRP Entrepreneur

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WAR FORMS

AGE OF IMPERIALISM 2.0 NAVAL WARFARE

In warfare, everything happens in Days with Timetables.

Here are the actions your fleets can perform:
-- Decisive Battle: Take a selected fleet and give it an order to search a targeted area, as a single group.
-- Search & Destroy: Utilize a given fleet to perform a search for dispersed enemy targets, engage them in battle and destroy them.
-- Convoy Escort: Protect convoy routes in the enemy from enemy ships and submarines.
-- Convoy Raiding: Attack enemy convoy routes.

Here are the Action Timetables & Modifiers:
Timetables:
-- Operation: (Allows you to use one of the four actions above): (3 Days Preparation + X Days) [X determined based on the size of the fleet. For a submarine its 0.1 days. For a destroyer it's 0.2 days. For a light cruiser it's 1 days. For a heavy cruiser it's 2 days. For a battleship it's 2 days. Round up).

THINGS TO KNOWN:
-- Effectiveness: When an operation begins it starts at 50% Effectiveness. Any Operation over 20 Days drops this effectiveness by .5% every day.
-- Modifiers: Certain modifiers increase/decrease effectiveness.

Example: Operation: Decisive Battle
-- Fleet composition is 1 BB, 4 CA, 5 CL, 9 DD's. That would be 14.5 days, or 15 days to prepare that operation.




Timetables:
-- Operation: (Allows you to use one of the three actions above): (2 Days Preparation Per 10,000 Men with Equipment/1 Day Preparation for 10,000 men without Equipment + X Days) [X determined based on the composition of the army]

X Modifier:
-- For every 1 Tank its 0.10 days.
-- For every 1 Artillery it's 0.01 days.
-- For every Light Aircraft it's 0.05 Days
-- For every Heavy Aircraft it's 0.10 Days (Round up).

So for an army with 60,000 men (60,000 Equipment) and 60 Artillery Pieces and 20 Fighters, preparing an operation would take: 13.6 days, or 14 days.

THINGS TO KNOWN:
-- Morale: When an operation begins it starts at 50% Morale. Any Operation that lasts over 20 Days drops this effectiveness by .5% every day.
-- Modifiers: Certain modifiers increase/decrease effectiveness.

Example: Operation: Offensive
-- So for an army with 60,000 men (60,000 Equipment) and 60 Artillery Pieces, preparing an operation would take: 12.6 days, or 13 days.




NAVY

[b]FLEET NAME HERE[/b]
[b]COMMANDER[/b]: [NAME HERE] (SKILL HERE)
-- [MODIFIER HERE]
[b]FLAGSHIP[/b]: [NUMBER OF MEN HERE]
[b]SHIPS INVOLVED[/b]:
-- [SHIP NAME HERE] [SHIP CLASS HERE] [SHIP MODIFIERS HERE]
-- [SHIP NAME HERE] [SHIP CLASS HERE] [SHIP MODIFIERS HERE]
-- [SHIP NAME HERE] [SHIP CLASS HERE] [SHIP MODIFIERS HERE]
[b]PREPARATION TIME REQUIRED[/b]: [TIME REQUIRED HERE]
[b]OPERATION ACTION[/b]: [DECISIVE BATTLE, SEARCH & DESTROY, CONVOY ESCORT or CONVOY RAIDING]
[b]OPERATION START DATE[/b]: [FOR HIGHEST EFFICIENCY START AFTER PREPARATION TIME REQUIRED]
[b]OPERATIONAL OBJECTIVES[/b]: [ENTER OBJECTIVES HERE]
[b]CONTIGENCY[/b]: [PLAN FOR A. IF B HAPPENS?]


ARMY

[b]ARMY NAME HERE[/b]
[b]COMMANDER[/b]: [NAME HERE] (SKILL HERE)
-- [MODIFIER HERE]
[b]MEN[/b]: [NUMBER OF MEN HERE]
[b]RIFLES[/b]: [NUMBER OF RIFLES HERE] [NAME OF RIFLE HERE]
[b]EQUIPMENT[/b]: [NUMBER OF EQUIPMENT HERE]
[b]DISPARITY[/b]: [NUMBER OF MEN WITH EQUIPMENT/NUMBER OF MEN WITHOUT EQUIPMENT]
[b]ARTILLERY[/b]: [NUMBER OF ARTILLERY HERE] [NAME OF ARTILLERY HERE]
[b]TANKS[/b]: [NUMBER OF TANKS HERE] [NAME OF TANK] [TYPE OF TANK]
[b]PREPARATION TIME REQUIRED[/b]: [TIME REQUIRED HERE]
[b]OPERATION ACTION[/b]: [OFFENSIVE, ENCIRCLEMENT, TACTICAL RETREAT, DIG IN, COUNTERATTACK, or REDEPLOYMENT]
[b]OPERATION START DATE[/b]: [FOR HIGHEST EFFICIENCY START AFTER PREPARATION TIME REQUIRED]
[b]OPERATIONAL OBJECTIVES[/b]: [ENTER OBJECTIVES HERE]
[b]CONTIGENCY[/b]: [PLAN FOR A. IF B HAPPENS?]


AIR FORCE

[b]AIR FORCE NAME HERE[/b]
[b]FORMATIONS/PILOTS[/b]: [NAME OF FORMATION] - [NUMBER OF PILOTS] - [SKILL OF PILOTS]
- [NAME OF FORMATION] - [NUMBER OF PILOTS] - [SKILL OF PILOTS]
- [NAME OF FORMATION] - [NUMBER OF PILOTS] - [SKILL OF PILOTS]
[b]AIRCRAFT[/b]: [NUMBER OF AIRCRAFT] [NAME OF AIRCRAFT] [TYPE OF AIRCRAFT]
- [NUMBER OF AIRCRAFT] [NAME OF AIRCRAFT] [TYPE OF AIRCRAFT]
- [NUMBER OF AIRCRAFT] [NAME OF AIRCRAFT] [TYPE OF AIRCRAFT]
[b]PREPARATION TIME REQUIRED[/b]: [TIME REQUIRED HERE]
[b]OPERATION ACTION[/b]: [AIR SUPERIORITY, CLOSE AIR SUPPORT, ESCORT, STRATEGIC BOMBING, TACTICAL BOMBING, REDEPLOYMENT]
[b]OPERATION START DATE[/b]: [FOR HIGHEST EFFICIENCY START AFTER PREPARATION TIME REQUIRED]
[b]OPERATIONAL OBJECTIVES[/b]: [ENTER OBJECTIVES HERE]
[b]CONTIGENCY[/b]: [PLAN FOR A. IF B HAPPENS?]
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